CapnZapp
Legend
(or any other adventure, really) Here's an idea:
The adventure supplement awards "encounter points" with easy encounters yielding zero points, medium = 1 EP, hard = 2 EP, and deadly or above = 3 EP.
The stingy EP awards are intentional. Part of what makes an encounter a "deadly" one is that it only gives 50% more EPs than a hard encounter, despite how it is likely to deplete more than 50% more resources.
For the Tomb of Annihilation adventure: let's call them Jungle Bravity Points.
Refreshed starts: If you start a day especially refreshed, the DM can award you 1-3 starting EPs. For instance, if you take a long rest during regular sleeping hours in an especially advantageous location (such as a comfortable city inn), you start the day with 1 EP. If you spend three whole downtime days in such an advantageous location, free of any disease or other debilitating effects, you start the next phase of the adventure with 3 EP to account for being entirely refreshed.
Light activity: If you spend eight hours doing light activity only, you regain one EP as if overcoming a medium encounter. You can only do this once per day.
If nothing else, this provides a safeguard - it means a depleted party caught in a bad spot where they can't even risk a medium encounter will eventually gain the EPs they need for a long rest.
Then the adventure supplement stipulates you need to spend <s>encounter points</s> jungle bravity points to gain the mechanical benefits of any resting you take in the depraved jungles of Chult.
- You need to spend 2 EP for an hour's rest to actually count as a short rest.
- You need to spend 6 EP for 8 hours rest to actually count as a long rest. Any unspent EPs are lost (but see refreshed starts above).
* Exception: a party consisting exclusively of elves and half-elves only need 4 hours.
* Note how the long rest cost is effectively reduced to 5 EP assuming you each day take advantage of the light activity clause above.
You can still rest up without spending any EP of course - this just doesn't allow you to spend Hit Dice, regain spells and so on. The time can still be used for crafting items, writing spell books and anything else that doesn't depend on the rest rules.
The adventure supplement awards "encounter points" with easy encounters yielding zero points, medium = 1 EP, hard = 2 EP, and deadly or above = 3 EP.
The stingy EP awards are intentional. Part of what makes an encounter a "deadly" one is that it only gives 50% more EPs than a hard encounter, despite how it is likely to deplete more than 50% more resources.
For the Tomb of Annihilation adventure: let's call them Jungle Bravity Points.

Refreshed starts: If you start a day especially refreshed, the DM can award you 1-3 starting EPs. For instance, if you take a long rest during regular sleeping hours in an especially advantageous location (such as a comfortable city inn), you start the day with 1 EP. If you spend three whole downtime days in such an advantageous location, free of any disease or other debilitating effects, you start the next phase of the adventure with 3 EP to account for being entirely refreshed.
Light activity: If you spend eight hours doing light activity only, you regain one EP as if overcoming a medium encounter. You can only do this once per day.
If nothing else, this provides a safeguard - it means a depleted party caught in a bad spot where they can't even risk a medium encounter will eventually gain the EPs they need for a long rest.
Then the adventure supplement stipulates you need to spend <s>encounter points</s> jungle bravity points to gain the mechanical benefits of any resting you take in the depraved jungles of Chult.
- You need to spend 2 EP for an hour's rest to actually count as a short rest.
- You need to spend 6 EP for 8 hours rest to actually count as a long rest. Any unspent EPs are lost (but see refreshed starts above).
* Exception: a party consisting exclusively of elves and half-elves only need 4 hours.
* Note how the long rest cost is effectively reduced to 5 EP assuming you each day take advantage of the light activity clause above.
You can still rest up without spending any EP of course - this just doesn't allow you to spend Hit Dice, regain spells and so on. The time can still be used for crafting items, writing spell books and anything else that doesn't depend on the rest rules.
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